Instructions for playing Darkfluid bomb

Instructions for playing Darkfluid bomb

Making a grand debut with Agents, Sunavalon, Infernoble Knight,... Darkfluid is expected more than ever due to its coolness, skills, and even High Potential of all kinds. But in return, it was kicked off the potential list after a few days of launch, insulting many young people who were already poor and still built (like me). It's out of tier because the combo is too long. If the enemy is smart and throws disruption in the right place at Cyberse Witch or Cyberse Sage, it's quite difficult.


So today let's see what this deck has




Skill

 

Darkfluid Link (Skill Card) (100%)

UR Rarity
Darkfluid Link (Skill Card)
UR Rarity
Darkfluid Link (Skill Card)
Darkfluid Link (Skill Card)
Darkfluid Link (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's second and third effects once per Duel. 1: You cannot Normal or Special Summon monsters, except Cyberse monsters. 2: If your Extra Deck contains a Link-5 monster, reveal 1 "Firewall" monster or Ritual Monster in your hand, and then banish 5 monsters from outside of your Deck (these monsters can be Special Summoned) and add 1 "Cynet" Spell Card from your Deck to your hand. If you activated this effect on the 2nd turn onward, also add 1 "Cynet Rollback" from outside of your Deck to your hand. 3: If you have Special Summoned "Decode Talker" during this Duel, shuffle up to 5 cards from your Graveyard and/or among your banished cards into the Deck.


First, learn about the deck's skills.

The first line is quite simple, locking the deck we can only summon Cyberse monsters. The most important highlight in this Skill is the second effect: "If we have a Link 5 monster in Extra (here it will be Firewall Dragon Darkfluid), show a Firewall monster or a ritual, then suddenly there will be a pile of leaves. from nowhere will appear in your banish area (I will talk about each card in detail later)/ at the same time add 1 Cynet Spell to your hand. Even if you activate this effect on turn 2 onwards, you will get it Add a Cynet Rollback to your hand from nowhere." And of course, any skill that benefits from any card is equally strong.


The third ability of the skill is to help us restore our grave goods if we summon Decode Talker. This is necessary because every time the combo is finished, we have nothing left to save.


Firewall Dragon (Skill)

UR Rarity
Firewall Dragon
UR Rarity
Firewall Dragon
Firewall Dragon
LIGHT
Firewall Dragon
  • ATK:

  • 2500

  • LINK-4

Link Arrow:

Left

Top

Right

Bottom


2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


If you take a turn alone, you can often use DDR to summon this monster from the Banish Zone, Co-Link with Darkfluid to get 1 Quick return.

Firewall eXceed Dragon (Skill)

SR Rarity
Firewall eXceed Dragon
SR Rarity
Firewall eXceed Dragon
Firewall eXceed Dragon
DARK
Firewall eXceed Dragon
  • ATK:

  • 2500

  • DEF:

  • 2000


2+ Level 4 monsters This Xyz Summoned card gains 500 ATK x the total Link Rating of Link Monsters linked to this card. You can detach 2 materials from this card, then target 1 Link-4 Cyberse Link Monster in your GY; Special Summon it to your field so it points to this card, also you cannot Special Summon other monsters or attack directly for the rest of this turn.


Nothing special except being the only XYZ. If the hand is nice and has plenty of resources, we can pull this card from the Banish zone with DDR to Max ping 4 counters for Darkfluid

Cyberse Quantum Dragon (Skill)

SR Rarity
Cyberse Quantum Dragon
SR Rarity
Cyberse Quantum Dragon
Cyberse Quantum Dragon
DARK 7
Cyberse Quantum Dragon
  • ATK:

  • 2500

  • DEF:

  • 2000


1 Tuner + 1+ non-Tuner monsters While you control a Link Monster, monsters your opponent controls cannot target monsters you control for attacks, except this one, also your opponent cannot target monsters you control with card effects, except this one. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can return that opponent's monster to the hand, also, this card can make a second attack in a row.


This is probably the best card among the cards provided by Skill. The ability to use the body to withstand attacks is extremely good (DHS is also white), and at the same time, when going on turn 2, it helps eliminate most of the annoying monsters or has high ATK, easy to OTK.

Cyberse Magician and Cyberse Clock Dragon (Skill)

SR Rarity
Cyberse Magician
SR Rarity
Cyberse Magician
Cyberse Magician
DARK 7
Cyberse Magician
  • ATK:

  • 2500

  • DEF:

  • 2000


You can Ritual Summon this card with "Cynet Ritual". Any damage you take is halved. (You cannot halve the same damage twice this way.) While you control a Link Monster, monsters your opponent controls cannot target monsters you control for attacks, except this one, also your opponent cannot target monsters you control with card effects, except this one. If this card battles a Link Monster, it gains 1000 ATK during that damage calculation only. If this card in your possession is destroyed by an opponent's card effect: You can add 1 Cyberse monster from your Deck to your hand.


SR Rarity
Cyberse Clock Dragon
SR Rarity
Cyberse Clock Dragon
Cyberse Clock Dragon
DARK 7
Cyberse Clock Dragon
  • ATK:

  • 2500

  • DEF:

  • 2000


"Clock Wyvern" + 1+ Link Monsters When this card is Fusion Summoned: You can send cards from the top of your Deck to the GY, equal to the total Link Rating of the materials used for this card's Fusion Summon, and if you do, until the end of the next turn, other monsters you control cannot attack, also this card gains 1000 ATK for each card sent to the GY by this effect. While you control a Link Monster(s), your opponent's monsters cannot target other monsters you control for attacks, also your opponent cannot target other monsters you control with card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card effect: You can add 1 Spell from your Deck to your hand.


These are the remaining 2 cards in the 5 cards added due to skills, we don't need to care about them because the 2 items Fusion and Ritual are very easy to summon in this deck.



Overview of the cards in the Main Deck


To tell the truth, this Darkfluid deck will be very heavy on combos, a lot of tap dancing and even our biggest opponent is running out of time, not opp =))). So in this part, I will briefly talk about the Cards in the deck, you guys focus on the combo part.

Besides the bosses of the deck, the monsters in this main deck are not too special, they have one thing in common: the pieces of the combo, creating as many bodies as possible -> from there we will get those lumps of meat. to climb Link, Synchro or Ritual and then slowly summon the Boss. Their effects will generally include: Free self-summoning, creating Tokens, resurrecting from the grave or summoning other monsters, etc....

Linkslayer (x0-2)

UR Rarity
Linkslayer
UR Rarity
Linkslayer
Linkslayer
EARTH 5
Linkslayer
  • ATK:

  • 2000

  • DEF:

  • 600


If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can discard up to 2 cards, then target that many Spells/Traps on the field; destroy them.


Can be self-summoned WHEN THERE ARE NO OTHER MONSTERS ON THE FIELD, which means we have 1 free piece of meat to spam as link material,...
The ability to destroy up to 2 enemy Spells/Traps sounds quite useful, but in reality there is a costly problem of sending cards from hand to grave (many times they will be important combo pieces that cannot be discarded).

Dotscaper (x0-1)

UR Rarity
Dotscaper
UR Rarity
Dotscaper
Dotscaper
EARTH 1
Dotscaper
  • ATK:

  • 0

  • DEF:

  • 2100


If this card is sent to the GY: You can Special Summon this card. If this card is banished: You can Special Summon this card. You can only use 1 "Dotscaper" effect per turn, and only once that turn. You can only use each effect of "Dotscaper" once per Duel.


Linkslayer with a few Spell cards in the Deck will need a cost of "Discard" while our Deck has no cards to willingly send to the grave (because there is no effect when sent there). So Dotscaper is the perfect choice so you don't have to wonder which leaves to put down.


Combine this card with Linkslayer to lure the enemy into using Spell/Trap, or use it with Cynet Crosswipe to destroy a card on the field (or DDR to revive Banish) while still dragging her back to the field.

Firewall Defenser (x2-3)

SR Rarity
Firewall Defenser
SR Rarity
Firewall Defenser
Firewall Defenser
DARK 4
Firewall Defenser
  • ATK:

  • 1200

  • DEF:

  • 1500


If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can Special Summon 1 "Firewall" monster from your Deck, except "Firewall Defenser". You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. If a "Firewall" monster(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use each effect of "Firewall Defenser" once per turn.


Main Starter. This card, after Link leaves, will summon another Firewall from the deck, an additional Body for Link. In addition, its second effect will give us a little peace of mind to protect the main Boss of the deck, Firewall Dragon Darkfluid and Firewall Dragon. (not afraid of Dark Hole)

Firewall Guardian (x2-3)

SR Rarity
Firewall Guardian
SR Rarity
Firewall Guardian
Firewall Guardian
DARK 4
Firewall Guardian
  • ATK:

  • 100

  • DEF:

  • 2000


If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can Special Summon this card, but banish it when it leaves the field. When an attack is declared involving your Link Monster and an opponent's Link Monster: You can banish this card from your GY; negate that attack, and if you do, until the end of this turn, the original ATK of that opponent's monster becomes 0, also it is unaffected by other card effects, except its own. You can only use each effect of "Firewall Guardian" once per turn.


After taking the Firewall Defenser for Link to go and activating its effect, the Firewall Guardian will be the main target of that effect.

When used as a Link material, this card will return to the field again (you know for what purpose), but will be banned when leaving the field, not the grave.

So you don't need to qtam the second ability of this card because it's rarely in the grave, and even if it is in the grave, that condition is very unlikely to happen.

Firewall Phantom (x0-1)

UR Rarity
Firewall Phantom
UR Rarity
Firewall Phantom
Firewall Phantom
DARK 5
Firewall Phantom
  • ATK:

  • 2000

  • DEF:

  • 1300


If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can add 1 "Cynet" Spell/Trap from your Deck to your hand, then discard 1 card. You can banish this card from your GY; during the End Phase of this turn, shuffle 1 Cyberse monster from your GY into the Deck. You can only use each effect of "Firewall Phantom" once per turn.


It is not recommended to use this item, level 5 so it can only be specially summoned thanks to Firewall Defenser 's ability, so it's quite bricked. Like other Maindeck Firewalls, it has an effect when used as a Link material for a Cyberse monster: Add 1 "Cynet" Spell/Trap card to your hand. Sometimes I use it to search for Cynet Crosswipe and then play it face down, but the price in exchange for having to send a card in my hand to the grave is not worth it.

The second effect recovers but is still quite sida, you get 1 card from the grave to return to the deck. Skill's third effect alone is very good, so there's no need for this card. So if you build a Cheap ver deck, you can reluctantly include this card.

Cyberse Sage (x1-2)

 Rarity
Cyberse Sage
 Rarity
Cyberse Sage
Cyberse Sage
DARK 1
Cyberse Sage
  • ATK:

  • 0

  • DEF:

  • 0


You can Ritual Summon this card with "Cynet Ritual". During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your field or GY, including a Cyberse monster. If this card is sent to the GY as Synchro Material: You can target 1 Cyberse monster or 1 Ritual Spell in your GY; add it to your hand. You can only use each effect of "Cyberse Sage" once per turn.


Cyberse Sage is the most important piece in the deck's combo chain. It is a Ritual monster, but also the only Tuner in the deck, with an Effect that helps us summon Fusion. 1 The card is so perfect :v

  1. Right now, because it's level 1, it's easy to ritualize with any monster

  2. Tuner level 1 + Cyberse Converter/Link-Infra Flier = Synchro Lv 3 (Cyberse Integrator) At the same time, when used to Synchro, you can also restore 1 Ritual Spell card or 1 Cyberse monster from the grave to your hand.

  3. The ability to summon Fusion does not require Magic, using materials from the grave helps us summon Diplexer Chimera
Plus, it is a Ritual monster, so it provides Boss Firewall Dragon Darkfluid with 3 different types of cards at once to maximize its power.

Link Infra-Flier and Cyberse Converter (x1)

N Rarity
Link Infra-Flier
N Rarity
Link Infra-Flier
Link Infra-Flier
WIND 2
Link Infra-Flier
  • ATK:

  • 0

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your zone a Link Monster points to. You can only Special Summon "Link Infra-Flier" once per turn this way.


N Rarity
Cyberse Converter
N Rarity
Cyberse Converter
Cyberse Converter
LIGHT 2
Cyberse Converter
  • ATK:

  • 1000

  • DEF:

  • 1000


If all monsters you control are Cyberse monsters (min. 1), you can Special Summon this card (from your hand). You can only Special Summon "Cyberse Converter" once per turn this way. When this card is Normal Summoned: You can target 1 face-up monster you control; it becomes a Cyberse monster until the end of this turn.


Level 2 cards have the ability to self-summon, combined with Cyberse Sage to summon level 3 Synchro. I prefer Cyberse Converter because the summoning conditions are a bit easier, otherwise you can add both.

Cyberse Gadget (x0-1)

SR Rarity
Cyberse Gadget
SR Rarity
Cyberse Gadget
Cyberse Gadget
LIGHT 4
Cyberse Gadget
  • ATK:

  • 1400

  • DEF:

  • 300


When this card is Normal Summoned: You can target 1 Level 2 or lower monster in your GY; Special Summon it in Defense Position, but its effects are negated. If this card is sent from the field to the GY: You can Special Summon 1 "Gadget Token" (Cyberse/LIGHT/Level 2/ATK 0/DEF 0). You can only use this effect of "Cyberse Gadget" once per turn.


This card can revive Cyberse Sage straight from the grave and can also create tokens

Armored Bitron (x0-2)

R Rarity
Armored Bitron
R Rarity
Armored Bitron
Armored Bitron
DARK 2
Armored Bitron
  • ATK:

  • 500

  • DEF:

  • 0


You can Tribute this card: Special Summon 1 Cyberse monster from your Deck, except "Armored Bitron", but negate its effects, also you cannot Special Summon for the rest of this turn, except Cyberse monsters. If a Link-3 or higher Link Monster you control is destroyed by battle or an opponent's card effect, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Armored Bitron" once per turn.


The main purpose of this card is usually to summon, sacrifice and special summon Firewall Defenser from the deck, then use Cyberse Witch to pull it back from the grave to combine with Cyberse Sage Synchro

Paladin of Storm Dragon (x0-1)

R Rarity
Paladin of Storm Dragon
R Rarity
Paladin of Storm Dragon
Paladin of Storm Dragon
LIGHT 4
Paladin of Storm Dragon
  • ATK:

  • 1900

  • DEF:

  • 900


You can Ritual Summon this card with "Cynet Ritual". At the start of the Damage Step, if this card attacks a monster: You can return that monster to the hand. You can Tribute this card; Special Summon 1 Level 5 or higher Cyberse monster from your hand or Deck, but it cannot activate its effects this turn. You can only use each effect of "Paladin of Storm Dragon" once per turn.


This card's effect is not too useful, except that it is Ritual itself so it can be skill activated or thrown to Firewall Dragon Darkfluid. You can completely remove it, but I recommend that you still x1 it because it can be summoned thanks to Cynet Ritual.

Cynet Mining (x2-3)

UR Rarity
Cynet Mining
UR Rarity
Cynet Mining
Cynet Mining
Spell Normal
Cynet Mining

    Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


    Searcher Ur can search all monsters in this deck. However, the cost of 1 card in hand is quite low because none of the cards in the deck have good grave effects. (So ​​I think just x1-x2 of this card is enough because you can still search by skill)

    Cynet Ritual (x2)

    N Rarity
    Cynet Ritual
    N Rarity
    Cynet Ritual
    Cynet Ritual
    Spell Normal
    Cynet Ritual

      This card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control no monsters: You can banish this card and 1 Ritual Monster from the GY; Special Summon 2 "Cynet Tokens" (Cyberse/LIGHT/Level 4/ATK 0/DEF 0). You cannot activate this effect the turn this card is sent to the GY.


      Used to summon Cyberse Sage and Storm Dragon and can also create tokens (this token creation effect does not often appear, but it can help us in some difficult cases because after all, creating as many bodies as possible to climb Link up high)

      This card is also quite easy to get into your hand, so I don't think you need to x3 it

      Cynet Backdoor and Cynet Crosswipe (x1)

      N Rarity
      Cynet Backdoor
      N Rarity
      Cynet Backdoor
      Cynet Backdoor
      Spell Quick
      Cynet Backdoor

        Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.


        SR Rarity
        Cynet Crosswipe
        SR Rarity
        Cynet Crosswipe
        Cynet Crosswipe
        Spell Quick
        Cynet Crosswipe

          Tribute 1 Cyberse monster, then target 1 card on the field; destroy it.


          Crosswipe will be preferred and Backdoor can glide as well. But after all, they are Quickspells so they are quite useful in most cases. They will usually be placed face down as part of the Endboard after the combo and then given to the enemy's turn.

          Cynet Refresh (x0-1)

          N Rarity
          Cynet Refresh
          N Rarity
          Cynet Refresh
          Cynet Refresh
          Trap Normal
          Cynet Refresh

            When an opponent's Cyberse monster declares an attack: Destroy all monsters in the Main Monster Zones. During the End Phase of this turn, Special Summon from the GY as many Cyberse Link Monsters as possible, to their owner's fields, that were destroyed by this effect. When an opponent's monster activates its effect: You can banish this card from your GY; Cyberse Link Monsters you currently control are unaffected by card effects, except their own, until the end of this turn.


            The first effect of this card is quite bad and rarely occurs because the condition is that the enemy must use Cyberse monsters to attack us. The main purpose of including this card is to discard and throw to the grave (similar to Dotscaper), but it does not help increase body but helps our Cyberse Link Monsters not be affected by negative effects for the rest of this turn (avoid handtrap is 9)

            Dimension Distortion and D.D.R. - Different Dimension Reincarnation (x3)

            N Rarity
            Dimension Distortion
            N Rarity
            Dimension Distortion
            Dimension Distortion
            Spell Normal
            Dimension Distortion

              You can only activate this card if there are no cards in your Graveyard. Select 1 removed from play monster and Special Summon it on your side of the field.


              UR Rarity
              D.D.R. - Different Dimension Reincarnation
              UR Rarity
              D.D.R. - Different Dimension Reincarnation
              D.D.R. - Different Dimension Reincarnation
              Spell Equip
              D.D.R. - Different Dimension Reincarnation

                Discard 1 card, then target 1 of your banished monsters; Special Summon it in Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.



                Skill will give us a bunch of cards in the Banish zone, so this card pulls them from the banish zone back to the field. We can use them to make combo pieces, or even use them to form part of the endboard, to punch OTK,... If you don't have enough Chips to exchange for DDR, you can also use fake products nearby. But I don't really recommend it.

                Dark Hole (x0-2)

                SR Rarity
                Dark Hole
                SR Rarity
                Dark Hole
                Dark Hole
                Spell Normal
                Dark Hole

                  Destroy all monsters on the field.


                  You guys are no longer unfamiliar with this card, right? Now in the Duel Links meta, decks that turn a field are often very strong and disruptive, so decks that like OTK like us must have this card: both to clear the field and to fight annoying monsters (for example: Phantoms). Knight takes 1 Dark hole and lies)

                  Effect Veiler and Artifact Lancea (Handtrap)

                  UR Rarity
                  Effect Veiler
                  UR Rarity
                  Effect Veiler
                  Effect Veiler
                  LIGHT 1
                  Effect Veiler
                  • ATK:

                  • 0

                  • DEF:

                  • 0


                  During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                  UR Rarity
                  Artifact Lancea
                  UR Rarity
                  Artifact Lancea
                  Artifact Lancea
                  LIGHT 5
                  Artifact Lancea
                  • ATK:

                  • 1700

                  • DEF:

                  • 2300


                  You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.


                  Handtrap is popular, this deck when built will also have quite a few extra slots for Handtrap so try to put it in before you go to Turn 2 and watch cno burn the engine.



                  Extra Deck

                   

                  Firewall Dragon Darkfluid (x1)

                   Rarity
                  Firewall Dragon Darkfluid
                   Rarity
                  Firewall Dragon Darkfluid
                  Firewall Dragon Darkfluid
                  DARK
                  Firewall Dragon Darkfluid
                  • ATK:

                  • 3000

                  • LINK-5

                  Link Arrow:

                  Top

                  Left

                  Bottom-Left

                  Bottom-Right

                  Right


                  3+ Effect Monsters If this card is Link Summoned: You can place counters on this card equal to the number of different types of Cyberse monsters in your GY (Ritual, Fusion, Synchro, Xyz). This card gains 2500 ATK for each counter on it during the Battle Phase only. When your opponent activates a monster effect (Quick Effect): You can remove 1 counter from this card; negate the activation, also, if this effect was activated between this card's attack declaration and the end of the Damage Step, this card can make another attack in a row.


                  This is the main character of the Deck, by max ping we will summon Darkfluid when there are 4 different types of cards in the grave corresponding to 4 counters (but very rare, usually 3 is very pro vjp). At this point it will have 13000+ Atk in battle phase with 4 negates.

                  This card's ability to punch multiple times is quite rare because the activation conditions are quite difficult or because this card's ATK is too high, so punching it to death is difficult. But we can also give a few examples of this effect if the opp is illiterate and can't read it 🤡: (For example, the enemy has a 2-headed BE, using this card to punch the 2-headed BE will activate the 2-headed BE ability, Banish Darkfluid of I -> At this point I will Negate and continue punching)


                  Decode Talker (x1)

                  UR Rarity
                  Decode Talker
                  UR Rarity
                  Decode Talker
                  Decode Talker
                  DARK
                  Decode Talker
                  • ATK:

                  • 2300

                  • LINK-3

                  Link Arrow:

                  Top

                  Bottom-Left

                  Bottom-Right


                  2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


                  We mainly summon this card to activate skills and restore items from the Darkfluid deck, but after the combo, we will run out of resources. So use the skill to restore the goods and open the move to take the next turn.

                  In addition, Decode Talker link 3 will easily + 2 more cards summon Darkfluid. If I go on Turn 2, I prefer to put this card on top instead of Darkfluid.

                  Cyberse Witch (x1)

                  SR Rarity
                  Cyberse Witch
                  SR Rarity
                  Cyberse Witch
                  Cyberse Witch
                  DARK
                  Cyberse Witch
                  • ATK:

                  • 800

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom


                  2 Cyberse monsters If a monster is Special Summoned to a zone this card points to (except during the Damage Step): You can banish 1 Spell from your GY; add 1 Cyberse Ritual Monster and 1 "Cynet Ritual" from your Deck to your hand. During your Main Phase, if this effect was activated this turn: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use each effect of "Cyberse Witch" once per turn.


                  This is also an equally important combo piece as Cyberse Sage. We will often Link summon this card first during a combo, immediately search for "Cynet Ritual" + 1 Cyberse Ritual monster if you don't have one and can also revive a level 4 or lower Cyberse Monster from the grave (limit The revival limit is very wide, allowing us to freely choose targets depending on the situation).

                  Cyberse Wicckid (x1)

                  R Rarity
                  Cyberse Wicckid
                  R Rarity
                  Cyberse Wicckid
                  Cyberse Wicckid
                  DARK
                  Cyberse Wicckid
                  • ATK:

                  • 800

                  • LINK-2

                  Link Arrow:

                  Bottom

                  Bottom-Right


                  2 Cyberse monsters This Link Summoned card cannot be destroyed by battle or card effects. Cyberse monsters this card points to cannot be destroyed by card effects. If a monster(s) is Special Summoned to a zone(s) this card points to while you control this monster (except during the Damage Step): You can banish 1 Cyberse monster from your GY; add 1 Cyberse Tuner from your Deck to your hand. You can only use this effect of "Cyberse Wicckid" once per turn.


                  In addition to Cynet Mining and Cyberse Witch, this card can also search for Cyberse Sage. Besides, that protective effect is also quite interesting

                  Honeybot (x1)

                  SR Rarity
                  Honeybot
                  SR Rarity
                  Honeybot
                  Honeybot
                  LIGHT
                  Honeybot
                  • ATK:

                  • 1900

                  • LINK-2

                  Link Arrow:

                  Left

                  Right


                  2 Cyberse monsters Neither player can target monsters this card points to with card effects, and those monsters cannot be destroyed by battle.


                  This card has 2 arrows in a very suitable position to be in the middle, connecting with Darkfluid and Firewall Dragon, and protecting them.

                  Link Disciple (x0-1)

                  R Rarity
                  Link Disciple
                  R Rarity
                  Link Disciple
                  Link Disciple
                  LIGHT
                  Link Disciple
                  • ATK:

                  • 500

                  • LINK-1

                  Link Arrow:

                  Bottom


                  1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.


                  Link 1 is the easiest to summon, we can use Firewalls in the Main deck or Dotscaper to climb to Link 2 very easily.

                  Cyberse Integrator (x1)

                  R Rarity
                  Cyberse Integrator
                  R Rarity
                  Cyberse Integrator
                  Cyberse Integrator
                  LIGHT 3
                  Cyberse Integrator
                  • ATK:

                  • 1000

                  • DEF:

                  • 1000


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned, you can: Special Summon 1 Cyberse Tuner from your hand or GY in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. If this Synchro Summoned card is sent to the GY: You can draw 1 card. You can only use each effect of "Cyberse Integrator" once per turn.


                  Synchro card is indispensable in extra, easy to summon + Free card draw, even revives Cyberse Sage to continue fusion

                  Diplexer Chimera (x1)

                  R Rarity
                  Diplexer Chimera
                  R Rarity
                  Diplexer Chimera
                  Diplexer Chimera
                  LIGHT 5
                  Diplexer Chimera
                  • ATK:

                  • 2000

                  • DEF:

                  • 800


                  2 Cyberse monsters Once per turn: You can Tribute 1 Cyberse monster; Spell/Trap Cards, and their effects, cannot be activated during the Battle Phase of this turn. If this Fusion Summoned card is sent to your GY: You can target 1 "Cynet Fusion" and 1 Cyberse monster in your GY, except this card; add them to your hand. You can only use this effect of "Diplexer Chimera" once per turn.


                  Simple conditions, easy to summon, suitable for deck. The main purpose is to be a sacrifice for Dark Fluid, but the rest don't care much.



                  Combo

                  The most important part of the Deck is here. This deck will have many small attacks, the key to which are a few important monsters, from which they can be chained together into large combos. Here I will only model the simplest cases that can happen

                  1 Card Cyberse Witch

                  SR Rarity
                  Firewall Guardian
                  SR Rarity
                  Firewall Guardian
                  Firewall Guardian
                  DARK 4
                  Firewall Guardian
                  • ATK:

                  • 100

                  • DEF:

                  • 2000


                  If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can Special Summon this card, but banish it when it leaves the field. When an attack is declared involving your Link Monster and an opponent's Link Monster: You can banish this card from your GY; negate that attack, and if you do, until the end of this turn, the original ATK of that opponent's monster becomes 0, also it is unaffected by other card effects, except its own. You can only use each effect of "Firewall Guardian" once per turn.


                  R Rarity
                  Link Disciple
                  R Rarity
                  Link Disciple
                  Link Disciple
                  LIGHT
                  Link Disciple
                  • ATK:

                  • 500

                  • LINK-1

                  Link Arrow:

                  Bottom


                  1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.


                  SR Rarity
                  Firewall Defenser
                  SR Rarity
                  Firewall Defenser
                  Firewall Defenser
                  DARK 4
                  Firewall Defenser
                  • ATK:

                  • 1200

                  • DEF:

                  • 1500


                  If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can Special Summon 1 "Firewall" monster from your Deck, except "Firewall Defenser". You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. If a "Firewall" monster(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use each effect of "Firewall Defenser" once per turn.


                  SR Rarity
                  Cyberse Witch
                  SR Rarity
                  Cyberse Witch
                  Cyberse Witch
                  DARK
                  Cyberse Witch
                  • ATK:

                  • 800

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom


                  2 Cyberse monsters If a monster is Special Summoned to a zone this card points to (except during the Damage Step): You can banish 1 Spell from your GY; add 1 Cyberse Ritual Monster and 1 "Cynet Ritual" from your Deck to your hand. During your Main Phase, if this effect was activated this turn: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use each effect of "Cyberse Witch" once per turn.


                  Requirements: Hand has Firewall Defenser

                  1. Normal summon Firewall Defenser
                  2. Link summons Link Disciple
                  3. Firewall Defenser in the grave will special summon Firewall Guardian from the deck
                  4. Firewall Guardian + Link D = summon Link Cyberse Witch
                  5. Summon Guardian back to the field to the box Cyberse Witch points to (then banish spells to search, revive,... if possible)
                  End: Now there is 1 Cyberse Witch Link 2 on the field + 1 Firewall Guardian

                  DarkFluid 4 counter

                  SR Rarity
                  Firewall eXceed Dragon
                  SR Rarity
                  Firewall eXceed Dragon
                  Firewall eXceed Dragon
                  DARK
                  Firewall eXceed Dragon
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  2+ Level 4 monsters This Xyz Summoned card gains 500 ATK x the total Link Rating of Link Monsters linked to this card. You can detach 2 materials from this card, then target 1 Link-4 Cyberse Link Monster in your GY; Special Summon it to your field so it points to this card, also you cannot Special Summon other monsters or attack directly for the rest of this turn.


                   Rarity
                  Firewall Dragon Darkfluid
                   Rarity
                  Firewall Dragon Darkfluid
                  Firewall Dragon Darkfluid
                  DARK
                  Firewall Dragon Darkfluid
                  • ATK:

                  • 3000

                  • LINK-5

                  Link Arrow:

                  Top

                  Left

                  Bottom-Left

                  Bottom-Right

                  Right


                  3+ Effect Monsters If this card is Link Summoned: You can place counters on this card equal to the number of different types of Cyberse monsters in your GY (Ritual, Fusion, Synchro, Xyz). This card gains 2500 ATK for each counter on it during the Battle Phase only. When your opponent activates a monster effect (Quick Effect): You can remove 1 counter from this card; negate the activation, also, if this effect was activated between this card's attack declaration and the end of the Damage Step, this card can make another attack in a row.


                  R Rarity
                  Cyberse Integrator
                  R Rarity
                  Cyberse Integrator
                  Cyberse Integrator
                  LIGHT 3
                  Cyberse Integrator
                  • ATK:

                  • 1000

                  • DEF:

                  • 1000


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned, you can: Special Summon 1 Cyberse Tuner from your hand or GY in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. If this Synchro Summoned card is sent to the GY: You can draw 1 card. You can only use each effect of "Cyberse Integrator" once per turn.


                  UR Rarity
                  D.D.R. - Different Dimension Reincarnation
                  UR Rarity
                  D.D.R. - Different Dimension Reincarnation
                  D.D.R. - Different Dimension Reincarnation
                  Spell Equip
                  D.D.R. - Different Dimension Reincarnation

                    Discard 1 card, then target 1 of your banished monsters; Special Summon it in Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.


                     Rarity
                    Cyberse Sage
                     Rarity
                    Cyberse Sage
                    Cyberse Sage
                    DARK 1
                    Cyberse Sage
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    You can Ritual Summon this card with "Cynet Ritual". During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your field or GY, including a Cyberse monster. If this card is sent to the GY as Synchro Material: You can target 1 Cyberse monster or 1 Ritual Spell in your GY; add it to your hand. You can only use each effect of "Cyberse Sage" once per turn.


                    N Rarity
                    Cynet Ritual
                    N Rarity
                    Cynet Ritual
                    Cynet Ritual
                    Spell Normal
                    Cynet Ritual

                      This card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control no monsters: You can banish this card and 1 Ritual Monster from the GY; Special Summon 2 "Cynet Tokens" (Cyberse/LIGHT/Level 4/ATK 0/DEF 0). You cannot activate this effect the turn this card is sent to the GY.


                      UR Rarity
                      Cynet Mining
                      UR Rarity
                      Cynet Mining
                      Cynet Mining
                      Spell Normal
                      Cynet Mining

                        Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


                        R Rarity
                        Diplexer Chimera
                        R Rarity
                        Diplexer Chimera
                        Diplexer Chimera
                        LIGHT 5
                        Diplexer Chimera
                        • ATK:

                        • 2000

                        • DEF:

                        • 800


                        2 Cyberse monsters Once per turn: You can Tribute 1 Cyberse monster; Spell/Trap Cards, and their effects, cannot be activated during the Battle Phase of this turn. If this Fusion Summoned card is sent to your GY: You can target 1 "Cynet Fusion" and 1 Cyberse monster in your GY, except this card; add them to your hand. You can only use this effect of "Diplexer Chimera" once per turn.


                        UR Rarity
                        Decode Talker
                        UR Rarity
                        Decode Talker
                        Decode Talker
                        DARK
                        Decode Talker
                        • ATK:

                        • 2300

                        • LINK-3

                        Link Arrow:

                        Top

                        Bottom-Left

                        Bottom-Right


                        2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


                        N Rarity
                        Cyberse Converter
                        N Rarity
                        Cyberse Converter
                        Cyberse Converter
                        LIGHT 2
                        Cyberse Converter
                        • ATK:

                        • 1000

                        • DEF:

                        • 1000


                        If all monsters you control are Cyberse monsters (min. 1), you can Special Summon this card (from your hand). You can only Special Summon "Cyberse Converter" once per turn this way. When this card is Normal Summoned: You can target 1 face-up monster you control; it becomes a Cyberse monster until the end of this turn.


                        SR Rarity
                        Cyberse Witch
                        SR Rarity
                        Cyberse Witch
                        Cyberse Witch
                        DARK
                        Cyberse Witch
                        • ATK:

                        • 800

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom


                        2 Cyberse monsters If a monster is Special Summoned to a zone this card points to (except during the Damage Step): You can banish 1 Spell from your GY; add 1 Cyberse Ritual Monster and 1 "Cynet Ritual" from your Deck to your hand. During your Main Phase, if this effect was activated this turn: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use each effect of "Cyberse Witch" once per turn.


                        This is not the starting combo, this combo happens when we already have Cyberse Sage (do everything you can to Search for Cyberse Sage with Witch or whatever)


                        Suppose this case is a continuation of the Combo above:

                        1. Activate skill, Add 5 cards to banish zone and Add Cynet Mining (if not already available)

                        2. Use Cynet Mining search Cyberse Converter (if you don't have it yet)

                        3. Summon Ritual Cyberse Sage with Firewall Guardian on the field

                        4. Special Summon Cyberse Converter, instantly synchro to Cyberse Integrator

                        5. Cyberse Integrator revives Cyberse Sage in the grave, Cyberse Sage activates its ability and fuses Chimera with any 2 materials in the grave

                        6. Chimera + Cyberse Sage Link produces any Link 2 card (Honeybot)

                        7. Cyberse Witch revives 1 level 4 or lower in the grave

                        8. Use Cyberse Witch + any card on the field then summon Decode Talker to clear the field

                        9. Activate DDR (Or Cynet Rollback) to revive Firewall Exceed in Banish Zone

                        10. Then use Decode Talker + Exceed + 1 Level card in step 7, Link Summon Dark Fluid with 4 Counters




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